ESO Lua File v100010

ingame/crafting/gamepad/smithingimprovement_gamepad.lua

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-- Object
ZO_GamepadSmithingImprovement = ZO_SharedSmithingImprovement:Subclass()
function ZO_GamepadSmithingImprovement:New(...)
    return ZO_SharedSmithingImprovement.New(self, ...)
end
function ZO_GamepadSmithingImprovement:Initialize(control, owner, scene)
    -- called before initialize on purpose, as functions called from it need these
    self.mode = ZO_SMITHING_IMPROVEMENT_SHARED_FILTER_TYPE_WEAPONS
     self.tooltip = control:GetNamedChild("Tooltip")
     self.sourceTooltip = control:GetNamedChild("SourceTooltip")
    self.qualityBridge = control:GetNamedChild("QualityBridge")
     self.resultTooltip = control:GetNamedChild("ResultTooltip")    
     self.slotContainer = control:GetNamedChild("SlotContainer")
    -- Pre-init setup done
    ZO_SharedSmithingImprovement.Initialize(self, control, owner)
     -- set up inventory keybinds and tooltips
     self.inventory.list:SetOnSelectedDataChangedCallback(function(list, selectedData)
        KEYBIND_STRIP:UpdateKeybindButtonGroup(self.keybindStripDescriptor)
          if selectedData and selectedData.bagId and selectedData.slotIndex then
               self.tooltip:ClearLines()
               self.tooltip:LayoutBagItem(selectedData.bagId, selectedData.slotIndex)
               self.tooltip.icon:SetTexture(selectedData.pressedIcon)
               self.tooltip:SetHidden(false)
               -- purposely not showing this one yet...
               self.sourceTooltip:ClearLines()
               self.sourceTooltip:LayoutBagItem(selectedData.bagId, selectedData.slotIndex)
               self.sourceTooltip.icon:SetTexture(selectedData.pressedIcon)
               self:Refresh()
               self:ColorizeText(self:GetBoosterRowForQuality(selectedData.quality))
               self.selectedItem = selectedData
               if not self:HasSelections() then
                    self.sourceTooltip:SetHidden(true)
                    self.resultTooltip:SetHidden(true)
                    self.slotContainer:SetHidden(true)
                self:EnableQualityBridge(false)
               end
               self:SetInventoryActive(true)
            if self.shouldActivateTabBar then
                   ZO_GamepadGenericHeader_Activate(self.owner.header)
            end
               self.spinner:Deactivate()
               self.spinner:SetValue(1)
               self.boosterSlot:GetNamedChild("StackCount"):SetText(1)
          else
               self.tooltip:ClearLines()
               self.tooltip:SetHidden(true)
               self:ClearBoosterRowHighlight()
               self.selectedItem = nil
          end
    end)
     scene:RegisterCallback("StateChange", function(oldState, newState)
        if newState == SCENE_SHOWING then
               KEYBIND_STRIP:RemoveDefaultExit()
               KEYBIND_STRIP:AddKeybindButtonGroup(self.keybindStripDescriptor)
            self:SetInventoryActive(true)
            -- LB / RB handling for switching filters on improvement screen
            local tabBarEntries = {}
            self:AddEntry(GetString(SI_CHARACTER_EQUIP_SECTION_WEAPONS), ZO_SMITHING_IMPROVEMENT_SHARED_FILTER_TYPE_WEAPONS, CanSmithingWeaponPatternsBeCraftedHere(), tabBarEntries)
            self:AddEntry(GetString(SI_CHARACTER_EQUIP_SECTION_APPAREL), ZO_SMITHING_IMPROVEMENT_SHARED_FILTER_TYPE_ARMOR, CanSmithingApparelPatternsBeCraftedHere(), tabBarEntries)
            local titleString = ZO_GamepadCraftingUtils_GetLineNameForCraftingType(GetCraftingInteractionType())
            local contextString = GetString(SI_SMITHING_TAB_IMPROVEMENT)
            ZO_GamepadCraftingUtils_SetupGenericHeader(self.owner, titleString, contextString, tabBarEntries)
            if #tabBarEntries > 1 then
                ZO_GamepadGenericHeader_Activate(self.owner.header)
                self.shouldActivateTabBar = true
            else
                self.shouldActivateTabBar = false
            end
            ZO_GamepadCraftingUtils_RefreshGenericHeader(self.owner)
            -- tab bar / screen state fight with each other when switching between apparel only / other stations when sharing a tab bar...kick apparel station to the right mode
            if #tabBarEntries == 1 then
                self:ChangeMode(tabBarEntries[1].mode)
            end
               -- used to update extraction slot UI with text / etc., PC does this as well
               self:RemoveItemFromWorkbench()
               if self.selectedItem then
                    self:ColorizeText(self:GetBoosterRowForQuality(self.selectedItem.quality))
               end
               self.owner:SetEnableSkillBar(true)
        elseif newState == SCENE_HIDDEN then
               KEYBIND_STRIP:RemoveKeybindButtonGroup(self.keybindStripDescriptor)
               KEYBIND_STRIP:RestoreDefaultExit()
            self:SetInventoryActive(false)
               self.tooltip:ClearLines()
               self.tooltip:SetHidden(true)
               self.sourceTooltip:ClearLines()
               self.sourceTooltip:SetHidden(true)
               self.resultTooltip:ClearLines()
               self.resultTooltip:SetHidden(true)
            self.slotContainer:SetHidden(true)
            self:EnableQualityBridge(false)
               ZO_GamepadGenericHeader_Deactivate(self.owner.header)
               self:ClearBoosterRowHighlight()
               self.owner:SetEnableSkillBar(false)
        end
    end)
     CALLBACK_MANAGER:RegisterCallback("CraftingAnimationsStopped", function()
          if SCENE_MANAGER:IsShowing("gamepad_smithing_improvement") then
               self:RemoveItemFromWorkbench()
               KEYBIND_STRIP:UpdateKeybindButtonGroup(self.keybindStripDescriptor)
               self:SetInventoryActive(true)
            if self.shouldActivateTabBar then
                   ZO_GamepadGenericHeader_Activate(self.owner.header)
            end
          end
    end)
end
function ZO_GamepadSmithingImprovement:ReanchorCraftingSlotControls()
    local reagentNameLabel = self.slotContainer:GetNamedChild("ReagentName")
    local boosterIcon = self.boosterSlot:GetNamedChild("Icon")
    boosterIcon:ClearAnchors()
    local newAnchor = ZO_Anchor:New(RIGHT, reagentNameLabel, LEFT, -10)
    newAnchor:AddToControl(boosterIcon)
    self.boosterStackCount:ClearAnchors()
    self.boosterStackCount:SetAnchor(TOPLEFT, boosterIcon, TOPLEFT, 1, 1)
    self.boosterStackCount:SetAnchor(BOTTOMRIGHT, boosterIcon, BOTTOMRIGHT, -4, -1)
end
function ZO_GamepadSmithingImprovement:ChangeMode(mode)
     self.mode = mode
     self.inventory.filterType = mode
     if self.mode == ZO_SMITHING_IMPROVEMENT_SHARED_FILTER_TYPE_ARMOR then
          self.inventory.noItemsLabel:SetText(GetString(SI_SMITHING_IMPROVE_NO_ARMOR))
     elseif self.mode == ZO_SMITHING_IMPROVEMENT_SHARED_FILTER_TYPE_WEAPONS then
          self.inventory.noItemsLabel:SetText(GetString(SI_SMITHING_IMPROVE_NO_WEAPONS))
     end
     self.inventory:HandleDirtyEvent()
     -- used to update improvement slot UI with text / etc., PC does this as well
     -- note that on gamepad this gives a possibly unwanted side effect of losing the active item when switching filters
     KEYBIND_STRIP:UpdateKeybindButtonGroup(self.keybindStripDescriptor)
     if self.selectedItem then
          self:ColorizeText(self:GetBoosterRowForQuality(self.selectedItem.quality))
     else
          self:ClearBoosterRowHighlight()
     end
end
function ZO_GamepadSmithingImprovement:AddEntry(name, mode, allowed, tabBarEntries)
    if allowed then
        local entry = {}
        entry.text = name
        entry.callback = function()
            self:ChangeMode(mode)
        end
        entry.mode = mode
        table.insert(tabBarEntries, entry)
    end
end
function ZO_GamepadSmithingImprovement:InitializeSlots()
    self.improvementSlot = ZO_SmithingImprovementSlot:New(self, self.slotContainer:GetNamedChild("ImprovementSlot"), SLOT_TYPE_PENDING_CRAFTING_COMPONENT, self.inventory)
    self.boosterSlot = self.slotContainer:GetNamedChild("BoosterSlot")
    
    ZO_InventorySlot_SetType(self.boosterSlot, SLOT_TYPE_SMITHING_BOOSTER)
    ZO_ItemSlot_SetAlwaysShowStackCount(self.boosterSlot, true)
    self.slotAnimation = ZO_CraftingCreateSlotAnimation:New("gamepad_smithing_improvement", function() return not self.control:IsHidden() end)
    self.slotAnimation:AddSlot(self.improvementSlot)
    self.slotAnimation:AddSlot(self.boosterSlot)
    self.improvementChanceLabel = self.slotContainer:GetNamedChild("ChanceLabel")
    self.spinner = ZO_Spinner_Gamepad:New(self.slotContainer:GetNamedChild("Spinner"))
    self.spinner:SetValue(1)
    self.boosterStackCount = self.boosterSlot:GetNamedChild("StackCount")
     self.boosterStackCount:SetText(1)
    self.spinner:RegisterCallback("OnValueChanged", function(value)
        self:RefreshImprovementChance()
          self.boosterStackCount:SetText(value)
          if self.selectedItem then
               if value > self:GetBoosterRowForQuality(self.selectedItem.quality).currentStack then
                    self.boosterStackCount:SetColor(ZO_ERROR_COLOR:UnpackRGBA())
                    self.improvementChanceLabel:SetColor(ZO_ERROR_COLOR:UnpackRGBA())
               else
                    self.boosterStackCount:SetColor(ZO_SELECTED_TEXT:UnpackRGBA())
                    self.improvementChanceLabel:SetColor(ZO_SELECTED_TEXT:UnpackRGBA())
               end
          end
          KEYBIND_STRIP:UpdateKeybindButtonGroup(self.keybindStripDescriptor)
    end)
end
function ZO_GamepadSmithingImprovement:InitializeInventory()
    self.inventoryControl = self.control:GetNamedChild("Clip"):GetNamedChild("Area"):GetNamedChild("Inventory")
    self.inventory = ZO_GamepadImprovementInventory:New(self, self.inventoryControl)
end
function ZO_GamepadSmithingImprovement:IsCurrentSelected()
     if self.improvementSlot:HasItem() then
        local bagId, slotIndex = self.improvementSlot:GetBagAndSlot()
        local selectedBagId, selectedSlotIndex = self.inventory:CurrentSelectionBagAndSlot()
        return bagId == selectedBagId and slotIndex == selectedSlotIndex
     end
end
function ZO_GamepadSmithingImprovement:UpdateSelection()
     local bagId, slotIndex = self.improvementSlot:GetBagAndSlot()
    for _, data in pairs(self.inventory.list.dataList) do
        if data.bagId == bagId and data.slotIndex == slotIndex then
            data.isEquippedInCurrentCategory = true
        else
            data.isEquippedInCurrentCategory = false
        end
    end
     if self.selectedItem then
          self:ColorizeText(self:GetBoosterRowForQuality(self.selectedItem.quality))
     else
          self:ClearBoosterRowHighlight()
     end
     self.inventory:PerformFullRefresh()
end
function ZO_GamepadSmithingImprovement:AddItemToWorkbench()
     local bagId, slotIndex = self.inventory:CurrentSelectionBagAndSlot()
     self:AddItemToCraft(bagId, slotIndex)
     if self.selectedItem then
          self.tooltip:SetHidden(true)
          self.sourceTooltip:SetHidden(false)
          self.slotContainer:SetHidden(false)
          -- I need the functionality of a crafting slot, but don't want to see these things (essentially an invisible crafting slot)
        local improvementSlotControl = self.improvementSlot:GetControl()
          improvementSlotControl:GetNamedChild("Bg"):SetHidden(true)
          improvementSlotControl:GetNamedChild("Icon"):SetHidden(true)
          self:SetInventoryActive(false)
          ZO_GamepadGenericHeader_Deactivate(self.owner.header)
          self.spinner:Activate()
          self.spinner:SetValue(1)
          self.boosterStackCount:SetText(1)
     end
end
function ZO_GamepadSmithingImprovement:RemoveItemFromWorkbench()
     self.tooltip:SetHidden(false)
     self.sourceTooltip:SetHidden(true)
     self.slotContainer:SetHidden(true)
     if not self.selectedItem then
          self.tooltip:ClearLines()
          self.tooltip:SetHidden(true)
     end
     self:SetInventoryActive(true)
    if self.shouldActivateTabBar then
         ZO_GamepadGenericHeader_Activate(self.owner.header)
    end
     self.spinner:Deactivate()
     self.spinner:SetValue(1)
     self.boosterStackCount:SetText(1)
end
function ZO_GamepadSmithingImprovement:ConfirmImprove()
     self:Improve()
end
function ZO_GamepadSmithingImprovement:CanImprove()
     return self.spinner:GetValue() <= self:GetBoosterRowForQuality(self.selectedItem.quality).currentStack
end
function ZO_GamepadSmithingImprovement:InitializeKeybindStripDescriptors()
     self.keybindStripDescriptor = 
    {
        alignment = KEYBIND_STRIP_ALIGN_LEFT,
          -- need to have special exits for this scene
          {
               keybind = "UI_SHORTCUT_EXIT",
               callback = function()
                    SCENE_MANAGER:ShowBaseScene()
               end,
               visible = function()
                return not ZO_CraftingUtils_IsPerformingCraftProcess()
            end,
            ethereal = true,
          },
          -- always backs up one step (improve dialog -> spinner -> item list -> hide scene)
          {
               name = function()
                    if self:IsCurrentSelected() then
                    return GetString(SI_ITEM_ACTION_REMOVE_FROM_CRAFT)
                else
                    return GetString(SI_GAMEPAD_BACK_OPTION)
                end
               end,
               keybind = "UI_SHORTCUT_NEGATIVE",
               callback = function()
                    if self:IsCurrentSelected() then
                    self:RemoveItemFromWorkbench()
                         KEYBIND_STRIP:UpdateKeybindButtonGroup(self.keybindStripDescriptor)
                else
                    SCENE_MANAGER:HideCurrentScene()
                end
               end,
               visible = function()
                return not ZO_CraftingUtils_IsPerformingCraftProcess()
            end
        },
          -- Select
        {
            name = function()
                return GetString(SI_ITEM_ACTION_ADD_TO_CRAFT)
            end,
            keybind = "UI_SHORTCUT_PRIMARY",
            visible = function() return not ZO_CraftingUtils_IsPerformingCraftProcess() and not self:IsCurrentSelected() end,
            callback = function() 
                    self:AddItemToWorkbench()
                    KEYBIND_STRIP:UpdateKeybindButtonGroup(self.keybindStripDescriptor)
            end,
        },
        -- Perform craft
        {
            name = function()
                    return GetString(SI_SMITHING_IMPROVE)
            end,
            keybind = "UI_SHORTCUT_SECONDARY",
        
            callback = function() self:ConfirmImprove() end,
            visible = function() return not ZO_CraftingUtils_IsPerformingCraftProcess() and self:HasSelections() and self:CanImprove() end,
        },
    }
    ZO_Gamepad_AddListTriggerKeybindDescriptors(self.keybindStripDescriptor, self.inventory.list)
end
function ZO_GamepadSmithingImprovement:OnSlotChanged()
    self.currentQuality = nil
    local hasItem = self.improvementSlot:HasItem()
    if hasItem then
        local row = self:GetRowForSelection()
        if row then
            self.spinner:SetMinMax(1, self:FindMaxBoostersToApply())
            self.currentQuality = row.quality - 1 -- need the "from" quality
            self.spinner:SetSoftMax(row.currentStack)
            self.boosterSlot.craftingType = GetCraftingInteractionType()
            self.boosterSlot.index = row.index
            ZO_ItemSlot_SetupSlot(self.boosterSlot, row.currentStack, row.icon)
            self:RefreshImprovementChance()
               self:ColorizeText(row)
        else
            self:ClearSelections()
            return
        end
    else
        self.canImprove = false
        self.improvementChanceLabel:SetText(GetString(SI_SMITHING_IMPROVE_CHANCE_HEADER))
        self:ClearBoosterRowHighlight()
        self.owner:OnImprovementSlotChanged()
    end
    self.boosterSlot:SetHidden(not hasItem)
    if hasItem then
        self.resultTooltip:SetHidden(false)
        self.resultTooltip:ClearLines()
        self:EnableQualityBridge(true, self.currentQuality)
    else
        self.resultTooltip:SetHidden(true)
        self:EnableQualityBridge(false)
    end
    self.inventory:HandleVisibleDirtyEvent()
end
function ZO_GamepadSmithingImprovement:Improve()
     self:SharedImprove("CONFIRM_IMPROVE_ITEM")
end
function ZO_GamepadSmithingImprovement:HighlightBoosterRow(rowToHighlight)
    for _, row in ipairs(self.rows) do
        if row ~= rowToHighlight then
            row.iconTexture:SetColor(ZO_DISABLED_TEXT:UnpackRGBA())
            row.stackLabel:SetColor(ZO_DISABLED_TEXT:UnpackRGBA())
        end
    end
    
    rowToHighlight.iconTexture:SetColor(ZO_SELECTED_TEXT:UnpackRGBA())
    local colorToUse = (rowToHighlight.currentStack == 0) and ZO_ERROR_COLOR or ZO_SELECTED_TEXT
    rowToHighlight.stackLabel:SetColor(colorToUse:UnpackRGBA())
end
function ZO_GamepadSmithingImprovement:ClearBoosterRowHighlight()
    for _, row in ipairs(self.rows) do
        row.iconTexture:SetColor(ZO_SELECTED_TEXT:UnpackRGBA())
        local colorToUse = (row.currentStack == 0) and ZO_ERROR_COLOR or ZO_SELECTED_TEXT
        row.stackLabel:SetColor(colorToUse:UnpackRGBA())
    end
end
function ZO_GamepadSmithingImprovement:ColorizeText(qualityRow)
     -- there seems to be an edge case where if you start and quit the screen very quickly, you can select a new inventory item but the rows have been destroyed, causing an assert
     if qualityRow ~= nil then
          if self.improvementSlot:HasItem() then
               self:HighlightBoosterRow(qualityRow)
            local reagentNameLabel = self.slotContainer:GetNamedChild("ReagentName")
            reagentNameLabel:SetText(zo_strformat(SI_LINK_FORMAT_ITEM_NAME, qualityRow.reagentName))
            local qualityColor = ZO_ColorDef:New(GetInterfaceColor(INTERFACE_COLOR_TYPE_ITEM_QUALITY_COLORS, qualityRow.quality))
            reagentNameLabel:SetColor(qualityColor:UnpackRGBA())
          else
               self:ClearBoosterRowHighlight()
          end
        local spinnerControl = self.spinner:GetControl()
        local spinnerIcon = spinnerControl:GetNamedChild("Icon")
        local spinnerStackCount = spinnerIcon:GetNamedChild("StackCount")
        local spinnerDisplay = spinnerControl:GetNamedChild("Display")
          spinnerIcon:SetTexture(qualityRow.icon)
          spinnerStackCount:SetText(qualityRow.currentStack)
        local colorForText = (qualityRow.currentStack == 0) and ZO_ERROR_COLOR or ZO_SELECTED_TEXT
        spinnerStackCount:SetColor(colorForText:UnpackRGBA())
          spinnerDisplay:SetColor(colorForText:UnpackRGBA())
          self.boosterStackCount:SetColor(colorForText:UnpackRGBA())
          self.improvementChanceLabel:SetColor(colorForText:UnpackRGBA())
     end
end
function ZO_GamepadSmithingImprovement:SetupResultTooltip(...)
    self.resultTooltip:LayoutImprovedSmithingItem(...)
end
function ZO_GamepadSmithingImprovement:SetInventoryActive(active)
     if active then
          self.inventory:Activate()
          self.inventoryControl:SetHidden(false)
     else
          self.inventory:Deactivate()
          self.inventoryControl:SetHidden(true)
     end
end
do
    local QUALITY_TEXTURES = {
        [ITEM_QUALITY_NORMAL] = "EsoUI/Art/Crafting/Gamepad/gp_smithing_quality_normal2fine.dds",
        [ITEM_QUALITY_MAGIC] = "EsoUI/Art/Crafting/Gamepad/gp_smithing_quality_fine2superior.dds",
        [ITEM_QUALITY_ARCANE] = "EsoUI/Art/Crafting/Gamepad/gp_smithing_quality_superior2epic.dds",
        [ITEM_QUALITY_ARTIFACT] = "EsoUI/Art/Crafting/Gamepad/gp_smithing_quality_epic2legendary.dds",
    }
    function ZO_GamepadSmithingImprovement:EnableQualityBridge(enable, quality)
        if enable then 
            self.qualityBridge:SetTexture(QUALITY_TEXTURES[quality])
        end
        self.qualityBridge:SetHidden(not enable)
    end
end
-- Gamepad inventory
ZO_GamepadImprovementInventory = ZO_GamepadCraftingInventory:Subclass()
function ZO_GamepadImprovementInventory:New(...)
    return ZO_GamepadCraftingInventory.New(self, ...)
end
function ZO_GamepadImprovementInventory:Initialize(owner, control, ...)
    ZO_GamepadCraftingInventory.Initialize(self, control, ...)
    self.owner = owner
     self.noItemsLabel = control.noItemsLabel
     self.filterType = ZO_SMITHING_IMPROVEMENT_SHARED_FILTER_TYPE_WEAPONS
end
function ZO_GamepadImprovementInventory:GetCurrentFilterType()
    return self.filterType
end
function ZO_GamepadImprovementInventory:Refresh(data)
    self.owner:OnInventoryUpdate(validItemIds)
    self.noItemsLabel:SetHidden(#data > 0)
     self.owner.spinner:GetControl():SetHidden(#data < 1 or not self.owner:HasSelections())
end